具体见5 f# d. A2 H( _0 v( V" C
4 a, P+ H1 K4 P$ E7 o: N- C' shttp://www.matrixgames.com/forums/tm.asp?m=3185062/ n; F- f8 ]( _- |. K- n& t. E: S( _5 R
6 a; h/ q- T. [0 K1 o已经共享到岛群QQ和本论坛置顶资源帖" Y Y9 r/ G6 U/ D$ G" ~
3 R5 @0 @ p! I8 E- n& C9 Z大量更新,详见列表:
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Change History:
$ B& I8 p, x5 b. S3 ?: |+ p6 T& EV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)% f0 r" U0 u& N# x- v; |, J7 I2 ^; V
1. Seventh Update – This release is a comprehensive release updating all previous" t# v8 Y3 H& e0 Q3 O' V
versions to v1.01.17 beta
6 V8 S+ T7 `6 V9 q2. Code Changes4 X4 N. O6 \+ s; G6 Y
Fixed
/ d$ Y- R9 [5 m) l* T1. Display of AF/Port icon between player saves based on player's intel
0 u. U9 Z. M2 I- f$ g2 I2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when$ F- n5 q8 m" f
weapon list updated
3 f' Y$ U! O; s, f8 \3 F9 f3. Reported cargo/troop safety values incorrect when no cargo/troop space& @ m& W3 r! Y# ^+ [4 C, q
4. Allow smaller 'reserve' space for small groups on ships
+ I8 U" H2 r/ m' |! B( f W5. Preserve some more data when swapping fragment and parent to prevent lost of parent7 z8 P% t8 v# w/ o5 y8 H
6. Correct attacking plane count before final post-air combat Q( n" K- W, Q
7. Pilot promotion may have occured in error sometimes
% J T0 i6 ~* c! Y( ?* x! E2 M, e8. Raid detect message sometimes dropped of the combat report
u4 n+ k0 Q+ |# d$ Q' C& ?! o6 T9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
' C7 a; {( D, `# e* `2 }generally( D- }% ]& T1 ~8 V
10. Some pilot-leader connections were being corrupted
6 L7 A/ [ K) ~" f' Q( o11. Movement bug with following units due to incorrect move indicator. Seems to fix a few- P$ J2 R1 z6 [$ C8 U# S- e
other move issues due to the incorrect indicator
: k8 s2 }7 s6 M, H$ U. p- ^12. Wrong ship sometimes reported in Ops report for TF movement which causes some
6 Z: y. `! U' w- y$ h- vdamage
7 \. f* X- \' H; m+ } [% i5 P: b13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
; y4 f/ Z# A6 e i/ {14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the- b, J! u& p6 \& D2 z
date sort9 r: X" Z9 M, R4 s
15. ASW groups not allowed to attack sometimes2 S( i P: N+ i! n5 m9 R
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
! }& m; ^, c* w6 S: THQ/LCU to jump to reinforcement queue
, X3 Q2 C# P2 _4 }$ _17. Bug in bomber intercept if too many rounds of fighter v fighter combat3 @0 u' S1 a. l& m7 Z. v. ?- ^* V
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed) [) H' @" K5 b# ^9 N/ y5 m
at start of AE but crept back in sometime during updates
% x% R0 D( t$ I; m/ g* l ?' A/ C19. Removed the fragment/parent swap during a TF unload as it could often orphan the0 _1 w4 S3 i6 D' ^: }- J
fragment.
$ d- E& T B i+ @20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade0 q5 A# c* ~/ @& D
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
! c8 T# d' t' D7 V, \6 c' fshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full4 b: i$ [% d7 `9 ~# Z/ F8 Y
set
6 H8 w" W5 v( E, `: W$ _, h, L22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
# Z; _8 c" s6 x8 t' F- u/ J2 q23. Enabled 'z' to speed up all animations; was commented out in a few animation replays$ c" B, l/ U# M: W" s: x% d
24. Bug caused F/FB to sometimes bomb at low altitude
' k4 h8 P7 Q; a Y% O25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
. q) Z" H& s9 Y2 S, Q! Y* Ioccurring properly., I9 `8 A; ~8 d- k8 d' {
26. Bug in Industry 'failed' indication not showing properly sometimes4 i# R' U# |2 V$ E
27. Location check at scenario load to include small map sceanrios
$ Y" V, R/ B0 ]5 e% V* g7 c28. Bug in air supply to fragments in a non-friendly base hex+ `6 a4 n+ l1 @+ l* k
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
# y' \! k: Q3 C+ t. m& u1 Dbeing set to homebase before execution of the mission – ie was returning to base
# g8 O- P: x+ t6 \+ @) Oimmediately
& y- }) F* I' b- u: T30. Error in Strategic map display; |& o2 D# j, s
31. Additional and stockpile options were not turned off when base was captured
) u* W" N) G. X O! }" N! y! y32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on1 q0 h/ t0 P0 ]$ j- H ^
mouse over3 V6 U1 `/ f j# W; a( z6 y
33. Army experience being gained when not 100% prepared as per manual; changed to allow1 |0 X6 ?5 Q, d' f: [$ B9 o
chance to gain experience if >75% prepare and < 50% national exp level
% h f$ H- K% e4 F34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
5 Y% P) j2 y% C- l* w+ A0 Ialleviate the incorrect experience gaining happening while in reinforcement queue1 U, K0 [! _4 b( I& D* T* z0 }
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
8 O5 [1 r' C+ _9 \! J" B) ocaused unit to jump “off-rail” and move overland
/ P( r7 n" E. C/ v5 F" Q1 {* Q+ }36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ. M) S/ r3 H3 ~
37. Excessive accident messages on unload from TF reported
8 o' y2 l" y6 m% p38. Reworked editor sub-unit merging as some devices could drop off the unit list when
' S0 l' |6 i* a8 V# J6 Smerged causing smaller size unit than expected
) e. [# F0 _( Q39. Corrected possible TOE error in scenario data load for inactive units
, ]' M. D0 ^) H. F1 o2 y40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can2 F* ~7 n. b9 w/ Z' A' ]& m/ Y4 ^
however be allowed to do this.
/ I9 F0 X, a$ g j" S41. Possible CTD if sinking ship's load was a group
8 u- N2 |9 p1 \% H- ~- b) A' M42. Limit the number of devices built from resources per unit during LCU replacements; this
& K- @# k5 E. d/ C1 B) lwas causing an over production for that turn) n0 L9 N+ _/ f( C9 c1 W
43. Retain day/night setting when creating group fragments# I- |) F. J: z: u0 Q. l
44. Adjusted supply and fuel values in base list not to overrun the space" E7 e- t8 P" E c$ r; P
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but* ?0 Y" P$ q$ D! [ b
added YMS to Sweep TF in line with manual and code3 W/ h; V, \6 {9 K5 `# v
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the& ]$ M$ S; I( D+ F6 v
rule relates to the abundance of manpower and is not covered by replacement pool. Normal
j$ Y7 |1 _% krebuilding of destroyed units is not affected by this.
1 E R& `8 j8 ^4 m/ [47. Carrier capable and trained text not showing together on Group screen6 v0 E$ D) r) e1 V: h6 {& D6 I
48. Handle any blank re-name changes by ignoring them
9 P/ Y) w* D- W1 l+ h" `49. Possible CTD when air fragments combine+ b4 U# R" j$ K! u5 v m
50. Unloading TF can freeze a LCU onto a ship under some conditions
+ }& u3 [8 U w51. AI not behaving if main HQs missing (affects small map mainly)
7 d4 o$ z9 D" m% \& Q \" ^52. AI using AGC for normal land units – removed from TF if not needed: D9 ^3 S5 G1 [/ V: e. A# {
53. Soviet activation message not in Ops report: Y& x. K" n& [7 {) U
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range
: V7 e& ^; S5 p# `) ~( r55. Clear Soviet air balance if not activated. Possible incorrect base switching
0 o- }2 t. r: R2 S56. Sub attack against docked TF not happening for port size <3- e# x9 |8 Y$ n# @# j" @
57. Unit type changing unexpectantly, a- }) t' d" B3 Z
58. Torpedo replacement on plane sometimes is missed
( S5 ?( A4 V0 V. B4 p" N7 `59. Double handling of overstacked supply requirements
( ]$ M0 N2 Q: {+ I; k% `4 Y. e* x' P60. Fixed alternate weapons for port attacks8 j, n1 h9 F( Z: h7 o; J
61. Corrected weapon system damage to show after combat on ships in port rather than wait till* B Q! x1 t) Z( H( J; z* ?
sometimer in the ship repair cycle.4 F. A( I* S. K+ v* x8 c
62. Ship tonnage over 32K could cause repairs to fail! @7 j; o8 s8 X
New
4 s# h4 Z9 f$ L" L" Q1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the D; v5 N6 L8 k% }
port! R- N5 ?7 [. K- m* w
2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.
' O1 f; C: R( u% b9 ?2 y DTenders not counted
4 i$ B% ~9 m4 a3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
7 c( r2 I8 Q: X, u0 z! S N v) O4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
7 M9 ?+ z2 A0 n) z1 y. w2 Ato remove damaged ships from TF
' W( Q9 G( b x, m5. New filter for “non-building” devices in Industry pool screen
9 z$ A) c8 g; c6 Q4 @7 Z" g" C* I2 s1 R6. New filter for “non-building” aircraft in Air Replacement pool screen+ ?0 V/ x* N Q1 [' ^
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
0 s, _( E' V; W( J2 ^' x' _/ emines (^) detected
^1 j a+ \, U2 J+ f9 I8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
0 H" t, c/ ^) t- J, ?" j/ l‘button6..’ image files, then these will be shown. If not, by default there are shown as# j5 E8 ^- T# v: U7 q* ]9 f- B
standard parachute unit icons0 g! f D. K0 g a0 }3 Z
9. Air/port damage and building is shown in base mouse over
! C8 m' E" t/ d/ |10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
( T* D( Q! e8 i* `/ m3 N11. TF can be routed to stay within coastal hexes as much as possible& i& j9 K( |1 }) z9 j8 a) z
12. On Top Pilot screen show the 'ace' cut-off value if more than 18 k. h2 `3 m( K3 C* v) |& E
13. Added option on group and LCU reinforcement screen to turn off replacements
8 f5 i0 N) I7 q% h' m( h14. Current base can get supply returned to it when reserve planes returned which were/ @ o% J* B. x2 Z( R3 L( z0 d
originally supplied from another base
0 |* b. m. k2 l5 T8 b15. Unit type filter on Troop Loading screen
) Z2 g1 f" W @' T16. Report killed ground units if not in combat report4 }* f0 `! E& G p* {0 x& K
Changed
# H5 c1 a9 R v8 |6 Q1. AF of 8+ have AV support doubled for purposes of determing support for air operations k; W0 @7 q. r1 f3 O9 m
(complements fix 18 above)
H- o$ ]5 l- `3 d6 P* h, P2 F- H# D: D2. Permanently increased pilot array to 70K) W p) n+ ?- W# ~. n/ G# @* r6 D
3. Increased number of air combat rounds are a factor of total aircraft involved2 j0 s9 z5 D0 ?' } `
4. Allowed submap to submap movement if land connected for land units. Should have been
' T4 c/ D+ R; [so as per Andrew Brown
! o" F; o/ P7 f5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
4 V, x1 Z" A" R, ndelay toggle instead
6 ^0 M$ l9 t$ l8 B4 s* p" E6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
n/ {: D8 q0 Z- o" m% u2 Q+ g7 vmaintenace a bit more7 ^' W/ b) r b
7. Support device replacements won't decrease the overall experience of LCU units. This does( V2 k$ z. y5 V% P h6 [) ^
not alter the overall EXP change due when any replacements are received.
0 _* Y% f% z5 ~" T8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
2 D. |: H# [2 S. p* {- F* c8 l- [between the two but could break current games.& a7 m: {" u4 z5 H9 x1 g7 X
9. Some LCU Prep points may be retained if unit is experienced4 s$ j* ~ P# D5 H0 S8 O
Notes
( R7 L, r, K/ \7 O4 N% i1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario6 Y% J2 O) ~: t$ m
should not change player or HQ, even if not in play. These original HQs are used by the AI
# v, B, @; d4 sroutines so changing or deleting them can put the AI off. Changing other elements should# \, G5 E Y6 A8 d
be okay.& n$ x$ n) v/ c
2. Clarification to weapon filters for aircraft:' u9 s5 n# l) E$ U' v% A) N
PM_NAVAL_ATTACK 2 // used for naval attacks: U$ b" C F9 [
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)# J* q5 V$ q5 l/ f, {4 B" d; s0 `
PM_LAND_ATTACK 8 // used for land (ground) attack1 d! g: ^$ T; s; f) Y! \/ O5 F
PM_PORT_ATTACK 16 // used for port attack
0 k( p% p# p* k" [, W" B1 @4 PPM_AF_ATTACK 32 // used for AF attack3 Z! ~% l x, m& k" a, K' N
Dropped any reference to secondary values for land and AF as they served no special use.
: L& n6 }; |& i( k. r9 v% iClarification changes
; e! N( e$ j' y1 H1. Some clarification and changes in regard to use of the Soviet Motherland bases. These9 q: I6 v) u: P v8 b2 U8 W
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
; G$ ?/ U W* K; w) [! YMONGOLIA(91) or TANNU_TUVA(92).
. V% z2 o# S3 F1 ]7 n7 }a. Allied non-Soviet groups can't transfer to Soviet Motherland bases
+ \% V S* B% Zb. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
. |0 c* v# }- ?c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases' C- e# ?1 U5 y) h/ Z
after Soviets are activated, but can’t move
2 Y8 {) P8 F+ U3 X/ k' J Jd. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
& k# H) r& [% q6 m# u" Fdisbanded in port.
- z0 ?2 U! C. J, _3 K: ye. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
# j |9 E% {1 I8 |! If. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |